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No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC
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<blockquote data-quote="tglassy" data-source="post: 7932380" data-attributes="member: 6855204"><p>Rule 0 - the DM is god. </p><p></p><p>A wizard gets to get away where a rogue can't because magic. They can literally turn invisible or fly. A team of wizards who are prepared enough can take on literally anything, because magic. A wizard can be made to mimic any other class, because magic. </p><p></p><p>If you don't like Leomund's Tiny Hut, which was only ever once used in the way you describe in any game i've played or run ( and only ever used that one time, period, actually), then this is going to be a fun game of "you can't use that spell like that, even though the wording specifically says you can". I had a DM rule that I couldn't see into the darkness of a particular room, even though I was a warlock with Devil's Sight, which specifically says I can see in magical darkness. He said, essentially "Because I said so." If that's the case, then why did I pick that invocation? I literally picked it for that specific occasion. If he was just going to negate it right when it got useful, should I be allowed to switch it with something else when it is deemed useless by DM fiat?</p><p></p><p>Here's some questions, then:</p><p></p><p>Thorn Whip: A cantrip that makes a vine shoot out from your hand and grab someone, pulling them ten feet closer to you. If they are heavier than you, you get pulled closer instead. Can I pull someone through spikes or a wall of fire? Can I pull them off a cliff? If I'm falling, and only ten feet from the lip of the cliff, can I target the lip of the cliff and pull myself towards it? Can I use it as a makeshift Indiana Jones whip? Or can it only be used on enemies? </p><p></p><p>Will you be nerfing my Conjure Animals spell, since I can literally conjure 8 wolves with one spell, each of which can individually knock a bad guy prone and grapple them and all of which would have advantage on all their attacks because they would be attacking together? </p><p></p><p>What about the damage over time concentration spells? Like Heat Metal or Call Lightning? They allow me to cast them, and then do damage every other round as a bonus action. I can cast Call Lightning, then turn into a Dire Wolf and attack, using a bonus action every round to blast someone with lightning at the same time. </p><p></p><p>Or the big one. At lvl 10, my druid can turn into an elemental. And because of how resting works, it can literally be permanent, or close to it. At lvl 10 he can stay in elemental form for 5 hours. An earth elemental can pass through rock and stone as if it were air, without disturbing it, and they have Tremorsense, and they are immune to exhaustion. So they can literally stay underground while everyone else is sleeping, rest for an hour to regain their ability to Wild Shape, and keep watch on the camp, all while completely undetectable by any baddies, but still able to sense if any are on the ground. Renew the Wild Shape, then rest another hour before everyone else gets up, which doesn't require sleep, and I can stay an Earth Elemental for another four hours during the day, following everyone, and at any time during the five hours I can either reform the wild shape, which heals the earth elemental, or turn into a different kind of elemental, thus healing renewing the hit points. </p><p></p><p>And that's at lvl 10! At lvl 20, I can literally renew my Wild Shape at ANY MOMENT with a bonus action, healing all the hit points, with a bonus action, every round. AND i'll still be able to use magic while Wild Shaped at this point. Of course that's level 20. Moon Druids are nearly unkillable at lvl 20.</p><p></p><p>Point is, are those going to be nerfed? And if Magic is going to be nerfed that heavily, as in every time someone finds a unique and intelligent way of using it, should I be making a character that relies less on magic? Because trust me, you don't want me breaking out Ryder. He's a Rogue and has literally sweat talked a devil into working for him. I don't need magic to break a CR challenge. I just use what the game gives me. My most boring characters are plain fighters. Magic and skills is where it's at.</p><p></p><p>I don't mean to cause trouble, but I want to get in the open what is or is not going to be allowed, so I can plan accordingly. I plan my characters based on what the rules say I can do. If there are rules or options that are going to be nerfed or done away with altogether, then I need to know so I can make changes accordingly.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7932380, member: 6855204"] Rule 0 - the DM is god. A wizard gets to get away where a rogue can't because magic. They can literally turn invisible or fly. A team of wizards who are prepared enough can take on literally anything, because magic. A wizard can be made to mimic any other class, because magic. If you don't like Leomund's Tiny Hut, which was only ever once used in the way you describe in any game i've played or run ( and only ever used that one time, period, actually), then this is going to be a fun game of "you can't use that spell like that, even though the wording specifically says you can". I had a DM rule that I couldn't see into the darkness of a particular room, even though I was a warlock with Devil's Sight, which specifically says I can see in magical darkness. He said, essentially "Because I said so." If that's the case, then why did I pick that invocation? I literally picked it for that specific occasion. If he was just going to negate it right when it got useful, should I be allowed to switch it with something else when it is deemed useless by DM fiat? Here's some questions, then: Thorn Whip: A cantrip that makes a vine shoot out from your hand and grab someone, pulling them ten feet closer to you. If they are heavier than you, you get pulled closer instead. Can I pull someone through spikes or a wall of fire? Can I pull them off a cliff? If I'm falling, and only ten feet from the lip of the cliff, can I target the lip of the cliff and pull myself towards it? Can I use it as a makeshift Indiana Jones whip? Or can it only be used on enemies? Will you be nerfing my Conjure Animals spell, since I can literally conjure 8 wolves with one spell, each of which can individually knock a bad guy prone and grapple them and all of which would have advantage on all their attacks because they would be attacking together? What about the damage over time concentration spells? Like Heat Metal or Call Lightning? They allow me to cast them, and then do damage every other round as a bonus action. I can cast Call Lightning, then turn into a Dire Wolf and attack, using a bonus action every round to blast someone with lightning at the same time. Or the big one. At lvl 10, my druid can turn into an elemental. And because of how resting works, it can literally be permanent, or close to it. At lvl 10 he can stay in elemental form for 5 hours. An earth elemental can pass through rock and stone as if it were air, without disturbing it, and they have Tremorsense, and they are immune to exhaustion. So they can literally stay underground while everyone else is sleeping, rest for an hour to regain their ability to Wild Shape, and keep watch on the camp, all while completely undetectable by any baddies, but still able to sense if any are on the ground. Renew the Wild Shape, then rest another hour before everyone else gets up, which doesn't require sleep, and I can stay an Earth Elemental for another four hours during the day, following everyone, and at any time during the five hours I can either reform the wild shape, which heals the earth elemental, or turn into a different kind of elemental, thus healing renewing the hit points. And that's at lvl 10! At lvl 20, I can literally renew my Wild Shape at ANY MOMENT with a bonus action, healing all the hit points, with a bonus action, every round. AND i'll still be able to use magic while Wild Shaped at this point. Of course that's level 20. Moon Druids are nearly unkillable at lvl 20. Point is, are those going to be nerfed? And if Magic is going to be nerfed that heavily, as in every time someone finds a unique and intelligent way of using it, should I be making a character that relies less on magic? Because trust me, you don't want me breaking out Ryder. He's a Rogue and has literally sweat talked a devil into working for him. I don't need magic to break a CR challenge. I just use what the game gives me. My most boring characters are plain fighters. Magic and skills is where it's at. I don't mean to cause trouble, but I want to get in the open what is or is not going to be allowed, so I can plan accordingly. I plan my characters based on what the rules say I can do. If there are rules or options that are going to be nerfed or done away with altogether, then I need to know so I can make changes accordingly. [/QUOTE]
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